20 comments:

I've had a dream for years to do a huge sprawling combination of Gamma World, Gammarauders (the board game TSR came out with that had "bioborgs" (dinosaurs and other huge beasties mounted with lasers and missiles and other crap) and Metamorphosis Alpha. It would focus more on power politics between the various cryptic alliances and the city-states and nations on Earth, and then deal with either the return of a starship chock full of unique mutations and power groups, or the discovery of such existing in a moon base, space habitat, or at the top of a space elevator that somehow becomes functional. I think it would be glorious.

Gamma World and Metamorphosis Alpha are high on my list, followed immediately by a persistent desire to break out and contaminate my mint condition Classic Traveller set I have, or likewise for Runequest 2.

At this exact moment, my Hawaiian Noir game. But I'm still working on it. But this made me think. You know what I haven't played in forever, and would really enjoy. Top Secret. I should hit up Scott and see if he still has the books.

I've got a bunch of old non-D&D games-- Gamma World, DC Heroes, TSR MSHRPG, Star Frontiers, Hero System (Champions plus a few other different genre games using the system), James Bond 007, TSR Indiana Jones, Cyberpunk 2020, Villains & Vigilantes that I've either used, or want to do something with in some way.

Traveller is a biggie - I've had urges to run it again since the aborted Starslugs idea. But competing directly against running _Space Quest_or other real SF for people. Not sure if Abandon All Hope counts, but while quite new has a lot of quite Old School sensibilities (especially in their adventure design). Possibly some Barony after recent discussions (or Epiphany). Definitely hankering to run some Torg again, although Shatterzone does also fit into the desire for some SF. And what's life without some Stalking the Night Fantastic (aka Bureau 13). As for most of the FGU canon I'd be up for any of that, although I don't think I'd run any of my campaigns of these rules again. Possibly some Super Squadron or V&V. Actually Dark Conspiracy would be a serious contender to run again. Castle Falkenstein of course. And Cyberpunk (the original 2013 version of course). And The Fantasy Trip most definitely. I occaisonally break it out to teach fantasy melee tactics.

Actually I'd be willing to run almost any game except Call of Cthulhu (I've had too many brilliant gamemasters for that game and feel utterly inadequate compared to the memory of those games). But I'd be willing to play anything if someone would run it. I definitely miss the old games and have lots of good memories of having played and run them. But too little time.

Would very much like to run a Runequest campaign based in Pavis/ Big Rubble or Thieves World. Not sure if my current group of players would be up for it or not, they seem disconcerted by how deadly they perceive the combat system to be!

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Why "Swords & Wizardry?"

Believe me when I say I have them all in dead tree format. I have OSRIC in full size, trade paperback and the Player's Guide. I have LL and the AEC (and somewhere OEC, but I can't find it at the moment). Obviously I have Basic Fantasy RPG. Actually, I have the whole available line in print. Way too much Castles & Crusades. We all know my love for the DCC RPG. I even have Dark Dungeons in print, the Delving Deeper boxed set, Astonishing Swordsmen & Sorcerers of Hyperborea (thank you Kickstarter) (edit) BOTH editions of LotFP's Weird Fantasy and will soon have some dead tree copies of the Greyhawk Grognards Adventures Dark & Deep shipping shortly in my grubby hands awaiting a review..

I am so deep in the OSR when I come up for breath it's for the OSR's cousin, Tunnels & Trolls (and still waiting on dT&T to ship).

So, out of all that, why Swords & Wizardry? Why, when I have been running a AD&D 1e / OSRIC campaign in Rappan Athuk am I using Swords & Wizardry and it's variant, Crypts & Things, for the second campaign? (Actually, now running a S&W Complete campaign, soon to be with multiple groups)

Because the shit works.

It's easy for lapsed gamers to pick up and feel like they haven't lost a step. I can house rule it and it doesn't break. It plays so close to the AD&D of my youth and college years (S&W Complete especially) that it continually surprises me. Just much less rules hopping than I remember. (my God but I can run it nearly without the book)

I grab and pick and steal from just about all OSR and Original resources. They seem to fit into S&W with little fuss. It may be the same with LL and the rest, but for me the ease of use fit's my expectations with S&W.

Even the single saving throw. That took me longer to adjust to, but even that seems like a natural to me now. Don't ask me why, it just does. Maybe it's the simplicity of it. At 45 48, simplicity and flexibility while remaining true to the feel of the original is an OSR hat trick for me ;)